Notes on "Colonies" Scenario
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GENERAL
========

No Barracks or Port Facilities can be built in this Scenario. Veteran 
units get that way through combat, not training.

Lots of Barbarians, but all City-based. There should be no random 
Sea-Barbarians or spontaneous risings of Armoured Knights in Canada, 
for example. The Barbarians will eventually get more modern units, 
however. Mostly Arquebusiers.

All Spanish, Aztecs, Coastal and Plains Indians start as Veterans. 
The Spanish to reflect their military supremacy at the time, the 
natives due to their Warrior Cultures. Some French, and a few English
units also start veteran. Nevertheless, ALL newly-built units will be 
non-veteran to begin with, including Barbarians.

Increased movement values. Most units have 2 movement points. The Road
multiplier is reduced to x2, though. No unit exerts a "Zone of Control", as it seems unrealistic at this scale and with these technologies.

All units require one shield support, except for the military Empire of
the Aztecs and the loose confederation of Coastal Indians (Despotism), and then only because Civ II is hard-coded for that goverment form. In a future Civ version, maybe unit support will be monetary, rather than "shield"-based. (?)

Government switching is not permitted. Of course, the French Revolution
(c1792), changed all that...

Most native units are "Alpine", to represent their easier movement 
through terrain tough for Europeans.

Stockade - a purely defensive "unit" (0/5*/0 3:1) with no movement 
capacity, that can be built to defend a city. Much quicker and cheaper
than city walls (which are unavailable in new cities anyway). Suitable
for new colonies. Destroying one of these behind city walls takes at 
least 5 bombard attacks in the same move, I find. Artillery takes them
out fairly easily.

Trace Italienne - an upgraded Stockade (0/7*/0 5:1) that comes with 
Artillery. Represents the advanced artillery forts pioneered by the 
French engineer Vaubin to counter the wall-smashing power of second-
generation cannon. N.B. Neither Stockades nor Trace forts count 
towards a city's happiness.

City Walls. These are present in most European cities, but cannot be
built in any more. Nor can they be built by any Native Civilisation. 
They impede colonization and are ridiculous in Indian encampments.

European "Settlers" are called Colonists in this scenario. They have 
all the functions of the old Settlers unit. The Aztecs and the Incas 
have three "Native Farmers" units each. They cannot replace these, so 
they are best reserved for improving the land, rather than founding 
more cities. Defend them well!

The Native Peoples have a few Trade Goods units (Caravan-type) but can build no more. This is because I found however militaristic I made a Civ, sometimes it would build hundreds of Trade Goods (and nothing else) purely to obstruct other nations with whom it was supposedly at peace! (Any advice on this would be most welcome!)

The Coastal and Plains Indians have no farmers (being hunter/gatherers) so cannot improve the land or found new settlements. Each Native "City" is named for a tribe and represents the original location of that tribe.

The Europeans can build Ambassadors (at high cost). They perform the functions of diplomats in the original game, and can establish embassies or steal technology. They are best used establishing embassies with the Native Peoples you discover. However, you cannot gain technologies by conquest, so Ambassadors might be used to steal technology - to keep you in the arms race. Ambassadors are also very useful to bribe enemy units - as happened all the time in the 1500's and 1600's. They can also incite revolts in enemy cities, but are lost in the process. 
N.B. Sometimes they are even lost TRYING to bribe a city, even if you baulk at the cost and change your mind!

Native civilizations cannot build Ambassadors as their technology espionage would distort the game too much. 

Each Nation has a national "culture", to enable them to develop distinct units, with separate abilities and uniforms. These have been rated very "undesireable" so the AI should not normally trade for them. You should not trade for them either. Firstly, it would spoil the "look" of the game. Mainly though, the culture of another nation does not really give you any real advantage. Any European already has advances that render Native units obsolete.

The Computer AI cheats wildly at Deity or even Emperor level. Don't expect their War Galleys or War Canoes to sink in the open sea - but yours will! Also, Computer players maximise their Science level and grant themselves huge lumps of cash to balance the books and to bribe your units and cities. (Whinge, whinge...)

Well, it's more fun if it's a challenge! On the other hand, the computer is also a terrible general and throws away hundreds of units against solid defences. Build those Stockades!

NATIONAL NOTES
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1) The French
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The French start with the second best military, but the highest productive capacity, science and largest population in Europe. Their navy is still fledgling, but actively building.

They are on the verge of developing Pike Tactics, which will give them good defence against the Spanish. They are involved in a bitter war with these Hapsburg Kings of Spain and it would probably be a good idea to make peace as soon as you can, even if you have to pay some reparations. Perhaps after having a good try to take Bruges first! 

The Duke of Burgundy (another Hapsburg!) is still holding out in Autun against the Armies of the French Crown. It is probably a good idea to show him the benefits of a united France as soon as possible. The Royal Siege Train is conveniently on hand nearby. Autun is reported to be without an internal Stockade system.

The French start out at peace with the English and there is no reason not to let this continue for a while. It is almost inevitable you will come into conflict with the English sooner rather than later. When this happens, or you make it happen, pounce on Calais, or it will be a constant thorn in your side.

The French Treasury is in poor shape. When you can, try to establish some trade routes before you run out of cash.

The main French weakness is their location between the two other European powers. It is easy to find yourself fighting a war on two different fronts. The French are probably the hardest European power to play sucessfully, due to their poor strategic position midway between the English and the Spanish.

The Conscription tech is only available to the French, and gives them Line Infantry (6/4/2 2:2)

2) The Spanish
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The Spanish in the 15th and 16th centuries were Europe's strongest military power. They have the largest army, which is all-veteran to represent its high quality. They also have the biggest navy and are well advised to develop Naval Gunnery as soon as possible, which permits Galleons (4/3/9 2:1) and will ensure their initial sea power. This will be important in securing the newly-discovered West Indies. At the beginning of the game, they are half-way to developing the excellent Spanish Conquistadores, particularly useful against the unwalled Native cities!

The Spanish have "Pikemen". Different from the original Civ II pikemen (now called Spearmen), this gives them a very powerful defensive unit (3/3*/2 2:1). The other Europeans are researching this advance as the game begins. The unit reflects the Pike Tactics developed by the Spanish and later copied by most other European Nations.

Generally, the Spanish are the most advanced but generate less scientific research than either the English or the French, who are catching up.

Exploit this early advantage hard, because later Spanish units (Musketeers, Grenadiers and Dragoons) are of poorer quality than their English or French counterparts, to represent Spain's "burning out" as a world power.

Additionally, Spain's cities are "mature" and will not expand quickly. There is little scope for building more research facilities (Libraries and Universities) unless more colonies are founded and developed quickly. Spain may well begin to fall behind technologically unless you expand enthusiatically.

The long-standing war with the Valois Kings of France may not be easy to end, but concentrate on colonising and expanding your Empire and just defending the French border at the Pyrenees. Wars of expansion on the European mainland, particularly sieges, are costly, time-consuming and probably fruitless. Wait for advances in Artillery before you try it, if you try it.

Don't spend too much time or treasure defending Bruges if it is resolutely attacked.

The Spanish are at peace with the English - still for the moment another Catholic nation. If the English turn Protestant, it is bound to lead to war. 

An interesting strategy might be to embrace the Catholics of Ireland in the benevolent Spanish Empire. This was actually tried by the Spanish, historically. A springboard for the invasion of England, perhaps? 

Overall, playing the Spanish is probably the second hardest route to eventual victory.

NB The Portugese are represented here by the "Barbarian" city of Lisbon. This city will be extremely hard to take and it may be best to ring-fence it with defensive troops in the border fortresses to prevent raids, rather than trying to conquer it - at least initially. Alternatively, bribe it out. Historically, it was 1580 before the Spanish annexed Portugal - and the Portugese rebelled successfully only 60 years later. The Spanish were never to regain control. 

Historical note: Madrid wasn't really developed until the 1600's. Until then, imagine thecity isca lledCastille.

The Spanish are the protagonists in the scenario, as the leading Eropeans at the start, and need to get 30+ of the 46 objectives scattered around the map (mostly in America) to score a decisive win. They start with 0, so get colonizing!


3) The English
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The English are initially the weakest of the Europeans. They have the smallest population (although the fastest-growing, which will help with colonisation later) and are still some way from developing Pikemen. The Longbowmen of Wales and the Shires are still their best infantry, although expensive to build due to their long training period. Only the English have Longbowmen (5/3*/2 1:1), although a few Barbarian units might appear and the Spanish have one (non-replacable) Basque Longbowmen unit. Like the French and Spanish, they have recently developed Firearms and can start building the much cheaper and hard-hitting Arquebusiers (4/1/2 1:2)

England's great advantage is the state of relative peace at home and abroad. The Wars of the Roses have just ended, leaving the House of Tudor consolidating its position at home, with no significant opposition left. 

Both France and Spain would love an Engish ally in their drawn-out wars against each other so neither is likely to be too aggressive in their initial dealings with the new English dynasty.

The first English priority should be to deal with the Celtic "Barbarians" (as they would see it) in Scotland and, later perhaps, Ireland. Leaving warlike Scottish clansmen to raid over the border at will would be an immense distraction from the important business of empire. Unfortunately, the English Siege Train is still to be built and needs priority attention. 

Once Scotland is pacified, the Americas await. Africa is perhaps strategically inconvenient, with both France and Spain in the way - and better placed to develop African colonies. Ireland can wait, unless the French or Spanish are trying to muscle-in. Go for North America, keep out of the way of the Spanish, and try to establish friendly relations with the Coastal Indians. Your early colonies may be swiftly wiped out if you don't. Initial friendship can turn quickly to hostility as you expand. Build - even buy - Stockades quickly in the new colonies. Even with a well-defended colony, farming can be hazardous with raiding Indians about!

The English are perhaps the hardest European nation to play to start with, but if they can hang on, better troops are forthcoming, and their island position is a great buffer against invasion. Overall, they are probably the best bet for an overall win.

Later English troops are both slightly better and more expensive than their European rivals, to reflect the recruiting and training policies of the rival nations.

The Bounty System tech is only available to the English, and gives them the excellent English Line Infantry (6/5*/2 2:2).

4) The Aztecs
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Most techs are closed off to you, but you MAY be able to trade for some key items to "clear the knowledge block". Your chances against the other Natives are better, especially as you start off with the best, and most compact, Native army. Go for Ironworking, because you can then develop Aztec Armour, and get Armoured Infantry (4/4/2 2:1). 

To start with, you have Slingers (2/2/2 1:1) and Club-Swordsmen (4/2/2 1:1). The Slingers are "Alpine" so can move quickly through the dense terrain of Central America. Your best units are the two regiments of Imperial Bodyguards (6/5/2 2:1) but you can't build any more. Occasionally, a new regiment may be spontaneously raised in your Capital - so don't lose Aztec City if you can help it!

5) The Incas
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As hard to play as the Aztecs. Your units and cities are fewer, but you are more remote, and the mountains are easier to defend. Keep a low profile and conserve your Farmers to clear the dense rainforest when you take the Barbarian cities of the Amazon Basin. Beware Headhunters and Pygmy tribes, though!

6) The Plains Indians
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Slightly more chance here. Your big decision is whether to fight or ally with your Coastal Bretheren. If you fight, try to expand quickly, before the Europeans make too much impact. Develop Indian Warfare (Iron Working + Indian Culture) and create War Bands (5/2/2 1:2). These have good strike power AND they're Alpine. In numbers, these can fight toe-to-toe with any Europeans without rifles.

Once you have these, concentrate on developing Horse Breeding and then Indian Cavalry. The Mounted Braves unit (6/2/3 1:2) is the most powerful Native unit - and the fastest-moving unit there is, off road. With these units you can hope to defy the Europeans, at least provided they don't develop the Breechloading Rifle (Explosives + Industrialisation). NB. If the AI plays the Plains Indians, they are usually wiped out pretty quickly! You'll need to use cunning.

7) The Coastal Indians
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The Native Americans best hope, these peoples are unfortunately widely dispersed. Otherwise, the same comments apply to them as to the Plains Indians, except you will almost certainly come across Europeans a bit earlier! Also, you are the only native civ to have some (pretty basic) seapower in your 5 War Canoes (1/1/6 1:1). Look after them as it is very expensive to build more. They are limited to Coastal operations. Pretty much ignore non-military tech, and you have a chance. 

Good Luck!

John Ellis

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